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Blood Moon's Champion Build. (Ongoing)

Skullstachio
Skullstachio
✭✭✭✭✭
”From the Depths of the Hunting Grounds, Comes a build ideal for worshipers of the Five Aspects, with Unique Workings for all who wish to pledge their eternal allegiance to the Lord of the Hunt, you may think yourself tainted by Molag bal, Wrong. Long may this make your each and every hunt fruitful, but always remember, Eyes on the Prey, Not the Horizon.”

Any Race can utilise this build, but be warned, for Only the Strongest Races bearing the most stamina and some measure of resistance may be able to utilise the necessary requirements to this build.

Updated as of 15/2/2019
Notes
  • Templar Highlight Coming soon.
  • Champion Points Compacted into spoilers for Classes.
  • Updated Racial Passives prior to the Wrathstone PTS.
  • More to Come.

Blood Moon's champion (newest revision.)

”From the Depths of the Hunting Grounds, Comes a build ideal for worshipers of the Five Aspects, with Unique Workings for all who wish to pledge their eternal allegiance to the Lord of the Hunt, you may think yourself tainted by Molag bal, Wrong. Long may this make your each and every hunt fruitful, but always remember, Eyes on the Prey, Not the Horizon.”

Any Race can utilise this build, but be warned, for Only the Strongest Races bearing the most stamina and some measure of resistance may be able to utilise the necessary requirements to this build.

Updated as of 26/1/2019
Notes
  • The Table of Content for each class is Compressed into a spoiler box for reaching comments easier.
  • Updated Racial Passives prior to Wrathstone. up to v4.3.3
  • Changed Werewolf Berserker to Pack Leader as Extensive training on 6M training dummies has yielded higher DPS numbers with the pack leader morph than werewolf berserker.
  • More to Come.

Table of content.
  • Main Pointers.
  • Class Highlight: Dragonknight.
  • Werewolf Highlight and Statistical analysis.
  • Werewolf Passive's, Abilities, Tips
  • Class highlight, Passives and other Constructive workings.
  • Alpha-Lupi’s Notes & Commentary.

Main Pointers:
  • Optimised for Werewolves.
  • Usable by all Classes (may not be completely cemented yet.)
  • Good build usable for many (some assembly required.)
  • powerful sets and good champion allocations.
  • More will be added soon.

Class Highlight: Dragonknight
Dragonknight Class Passives(sorted based on usefulness for werewolf form starting at the top in descending order, not every Passive will have a description.):
  • Battle Roar (2/2): “In the Middle of Combat, at any time should your resources be at half or so, you may find that Transforming into a Werewolf through the werewolf transformation ultimate (300 ultimate.)will give you a huge chunk of Magicka, Stamina and Health back. For each point of Ultimate Spent, you restore 46 Health, Magicka And Stamina.”
  • Combustion(2/2): The 50% Increase to the Poisoned & Burning Debuffs is stupendous, but the added resource recovery when applying said debuff can carry over to werewolf form should one be using a weapon with a poison or flame Enchantment on it.
  • Elder Dragon(2/2): In addition to the 5% Health Recovery for each Draconic Ability slotted(does not work in Werewolf Form), It will increase the Range of all Instant Cast Melee Abilities, which may also uniquely apply to Infectious Claws and its morphs.
  • Scaled Armor(2/2): Increases Spell Resistance by 3300, equivalent to mitigating 10% of incoming Spell Damage.
  • Iron Skin(2/2): the 10% Added Damage mitigation while blocking is useful regardless of form, but if utilised correctly, it can help one survive even the most daunting attacks.
  • World in Ruin (2/2): It may not be beneficial in werewolf form, But The 25% Cost Reduction to all Poison Based Abilities makes it useful across the board before transformation.
  • Warmth (2/2)
  • Searing Heat (2/2)
  • Burning Heart (2/2)
  • Eternal Mountain (2/2)
  • Mountains Blessing (2/2)
  • Helping Hands (2/2)

Races:
  1. Orc:
    Notable Passives:
    • Brawny: grants 2000 Max Stamina.
    • Unflinching Rage: Grants 1000 Max Health and heals you for up to 600 when you deal damage with a weapon, this can only occur once every 4 seconds.
    • Swift Warrior: 258 Weapon Damage, 12% Sprint cost reduction & 10% Increased Sprint Speed.
  2. Redguard:
    Notable Passives:
    • Wayfarer: Increased duration of any eaten food by 15 minutes.
    • Martial Training: Reduces the cost of your Weapon abilities by 8% & reduces the effectiveness of Snares applied to you by up to 15%.
    • Conditioning: Increases your Max Stamina by 2000.
    • Adrenaline Rush: When you deal Direct Damage, you restore 950 Stamina. This effect can occur once every 5 seconds.
  3. Imperial:
    Notable Passives:
    • Tough: Increases your Max Health by 2000.
    • Imperial Mettle: Increases your Max Stamina by 2000.
    • Red Diamond: When you deal Direct Damage you restore 333 Health, Magicka, and Stamina. This effect has a 5 second cooldown. Reduces the cost of your Abilities by 3%.

Mundus Stone:

Warrior: Notably, The Lover mundus without divine buffs can essentially be replicated with a legendary Sharpened Weapon as both have 2752 penetration, but interestingly, on a Two-Handed Nirnhoned Weapon, I found that The Warrior Stone beats the Nirnhoned Trait by 3 points of Weapon Damage without divine buffs.

Two-handed weapon damage(legendary): 1571
Two-handed weapon damage(legendary, Nirnhoned): 1806

1571 + 15% Nirnhoned = 235 points on two-handed Weapon.
The warrior grants 238 Weapon Damage without any divine traits.

Also, use these abilities as you see fit to your particular play style because, if it works for you, then use it.

Dragonknight Ability bars.
Main hand:(Two-Handed.)
X: Venomous Claw
Y: Noxious Breath
B: Brawler
LB: Rally
RB: Silver Leash
LB-RB: Pack Leader

Main Hand Backup:(Bow)
X: Venom Arrow
Y: Resolving Vigor
B: Endless Hail
LB: Molten Arnaments
RB: Re-Arming Trap
LB-RB: Corrosive Armor

Alternative Abilities:
Razor Caltrops
Flawless Dawnbreaker
Shadow Silk
Reverse Slice
Acid Spray

Werewolf Abilities
X: Feral pounce
Y: Hircines Rage
B: Claws of Life
LB: Deafening Roar
RB: Howl of Despair
LB-RB: Pack Leader

Werewolf Tips:
  • When using Deafening Roar in 4-12 Player Groups, it is best used when another player in the group uses an ability that immobilises mobs, such as Dark Talons, Gripping Shards, Encase, Etc. Ensuring they cannot escape the group when affected by the fear from Deafening Roar.
  • If your group members tend to use a lot of light attacks, consider using howl of despair for massive damage and granting your allies infinite use of empower for 5 seconds.
  • Feral Pounce is good for initiating combat or tackling long distance foes in unison with the blood rage Passive for even more time. However, it is only necessary when more than 10 meters away & is more useful when facing ranged targets as Feral pounce is the ideal Gap Closer.
  • Claws of Life can be used anywhere, but it is best utilised against more than one mob(Except in the case of bosses and lavish foes) as the DoT done will restore health equivalent to 50% of the Damage done, keeping you in the fight as a dead DPS is essentially not good for trial-doers.

Passives:
  • Forceful (2/2)
  • Heavy Weapons (2/2)
  • Balanced Blade (2/2)
  • Follow Up (2/2)
  • Battle Rush (2/2)
  • Long Shot (2/2)
  • Accuracy (2/2)
  • Ranger (2/2)
  • Hawkeye (2/2)
  • Hasty Retreat (2/2)
  • Dexterity (3/3)
  • Wind Walker (2/2)
  • Improved Sneak (2/2) (only useful outside werewolf form.)
  • Agility (2/2)
  • Athletics (2/2)
  • Evocation (3/3)
  • Recovery (2/2)
  • Spell Warding (2/2)
  • Resolve (3/3)
  • Constitution (2/2)
  • Juggernaut (2/2)
  • Soul Summons (2/2)
  • Soul Lock (1/2)
  • Intimidating presence
  • Banish the wicked (3/3)
  • Undaunted Command (2/2)
  • Undaunted Mettle (2/2)
  • Devour(Werewolf Passive, Unlocked free upon gaining Lycanthropy Skill line.)
  • Pursuit (Werewolf Passive)
  • Blood Rage (Werewolf Passive)
  • Bloodmoon (Werewolf Passive)
  • Savage Strength (Werewolf Passive)
  • Call of the pack (2/2, Werewolf Passive)

PvP Passives:
    (optional but not entirely necessary.)
  • Continuous attack (2/2)
  • Reach (2/2)
  • Combat Frenzy (2/2)
  • Combat Medic (2/2)
  • Battle resurrection (2/2): if you have the window of opportunity, do your best to look out for your strongest teammates, strength in numbers as they say.

Monster Sets:
You will have full autonomy for which monster set you may wish to use, But I have compiled a list of sets for specific roles to play as well as giving you a slight insight to each of the Monster Sets listed. But remember, if it works well for “your” play style, then do it, as if your play style has a truly meaningful contribution to others, you will know your doing it right in your own way.
  1. Lord Warden (Solo & Group Survivability):
    ”An Extraordinary Monster set that excels quite well at survival,, with the 1st piece granting 2975 Physical/Spell resistance and the 2nd piece Grants a 50% chance upon taking damage, to summon a shadow orb for 10 seconds that increases the Physical & Spell resistance of the wearer and their allies within 8 meters by 3870, occurring once every 10 seconds. Combined with other buffs from another players abilities can make you and your team all the more harder to defeat.”
  2. Mighty Chudan (Enhanced Solo Survivability & Exceptional Hybridability with Lycanthropy):
    “A good Monster set whose helm can be acquired in the ruins of Mazzatun (shadows of the hist required.) which provides up to 2975 Physical & Spell resistance, and wearing both pieces Grants Major Ward/Resolve at all times, Increasing your Physical/Spell resistance by 5280 while also providing a health bonus. Essentially good for solo PvE’ers as this and the 1st piece bonus will stack with the added resistances of Savage Strength for Transformed Werewolf Players, allowing werewolves in Medium Armor to hit the Hard Cap of 33K resistances(with CP.) while also having that extra bit of health to survive more Devastating attacks. the only downside is that other sources of major Ward/Resolve such as the wardens frost cloak will not add any additional benefit and is otherwise not stackable with Mighty Chudan”
  3. Pirate Skeleton (Solo Survivability):
    ”Mostly useful in solo scenarios, The Pirate Skeleton set Adds 2975 Physical/Spell resistance on the 1st piece, but when both pieces are acquired and worn, taking damage to health (if the wearer survives) will turn you into a skeleton outside of werewolf form(cosmetically) and grants Major Protection and Minor Defile, Reducing your Damage Taken by 30% but reduces your health recovery and healing received by 15%, if in a group with someone that can grant you Major Ward/Resolve, you can expect Pirate skeleton to stack well for even more damage reduction.”
  4. Iceheart (Survivability & Small DPS:
    ”Not as Beneficial as other Monster Sets with resists, the added Spell Critical could be considered a small detriment to a werewolves capability, but its 2nd piece, not so much, dealing Critical Damage Grants a 20% chance to gain a damage Shield for 6 seconds that absorbs up to 8600 points of damage, while it holds, enemies within 5 meters take 770 frost Damage every 1 second, occurring once every 6 seconds. I decided to highlight this set because since damage shields benefit from resistances, this may give the Iceheart Monster set an unprecedented edge across many builds, not to mention the Frost Damage done by the set can chill enemies on rare occasions which reduces their damage done by 15% for a few seconds.”
  5. Swarm Mother (Melee Range Utility):
    Swarm Mother doesn’t get as much usage like the other Monster Sets do, but for werewolves, well now it does. Because the 1st piece Grants 129 Stamina recovery and the 2nd piece bonus, once every 1 second, when blocking an attack from an enemy that is further than 5 meters, you spin strands of spider silk to pull the enemy to you, making it easier to deal with enemies that use ranged attacks like mages, archers, etc.”
  6. Sellistrix (AoE DPS with Stun):
    ”When you deal Damage, you have a 10% chance to create an earthquake under the enemy that erupts after 1.5 seconds, dealing 5030+ damage to all enemies within 4 meters and stunning them for 3 seconds, this can occur once every 5.5 seconds (4 seconds if you count the eruption time as an interval.), not as much damage compared to most, but the stun lock makes it a worthy set to be listed.”
  7. Selene (Single Target Burst Damage): The Selene set grants your Direct Damage Melee attacks a 15% chance to summon the Spirit of Foulhide to maul the closest enemy in front of you for 12,000+ Physical damage after 1.3 seconds, on a side note, as it occurs once every 4 seconds, it would actually be 2.7 seconds because of the 1.3s attack window.
  8. Slimecraw (DPS increase): Slimecraw not only adds extra spell/weapon critical on the 1st piece, but it also grants minor berserk at all times, increasing your damage done by 8%, while it may render ability induced variations of minor berserk inert, it is useful in solo instances, another note to add is that the extra critical will be useful, the flaw with this is that other sources of Minor Berserk such as combat prayer will be inert due to slimecraw.
  9. Molag Kena (Overkill DPS): While the first of two piece provides Additional Weapon & Spell Damage, for those who have plenty of resources & recovery, both pieces are recommended for Stronger Abilities in the form of high weapon/spell damage (At the expense of 20% extra ability cost.) good for your main hand as it can increase the overall damage output of your abilities while dual-wielding, but in turn, you may end up weaving a few more heavy attacks in the process. However, if other abilities are used between expiry intervals, one may be able to retain more resources before the sets activation. it is also noteworthy to know this benefits werewolves to the latter of their light attack and its bleed procs.

Main Armour Sets:
Set 1: Bloodmoon (droppable medium set found in the March of Sacrifices.)
"Primarily utilised in werewolf form, this set Grants a stack of blood scent for 8 seconds, gaining 5 stacks will activate the bloodmoon buff for 5 seconds, granting up to 30% Increased Melee Light Attack Damage and 50% Increased Melee Light Attack speed, the bloodmoon effect can only occur once every 18 seconds (13 seconds if one counts the 5 second duration of the buff as an interval.)"

Set 2: Tzogvins Warband(Droppable Medium Armor Set found in the group dungeon of “Frostvault”.)
(2 items) Adds 833 Weapon Critical
(3 items) Adds 833 Weapon Critical
(4 items) Adds 1487 Physical Penetration
(5 items) When you deal critical damage, you gain a stack of Precision, increasing your Weapon Critical by 129 for 10 seconds, up to 10 stacks max. At max stacks, you also gain Minor Force, increasing your Critical Damage done by 10%
While it may not provide any stamina set bonuses like some sets, it does compensate with added armor penetration and, with 10 stacks of Precision, provides minor force while the precision stack holds.

Set 3(optional): Perfect Arms of Relenquen (Droppable Medium Armor set Found in Veteran Cloudrest.)
The Arms of Relenquen makes your light and heavy attacks apply a stack of harmful winds to the target, dealing physical damage every 1 second for 5 seconds and stackable up to 20 times for even more damage, it also provides minor slayer on the 3rd piece which increases your damage done to Dungeon and trial monsters by 5%.
trial beginners can find the standard arms of Relenquen set in the normal variant, but unlike the perfect Arms of Relenquen, the standard one does not have the added maximum stamina on the 5th piece alongside its mainline effect so it may be preferable to get the normal one before going for the perfect version. Dually note that as damage from Armor Sets cannot Crit, it may not bear as many good results.

Set 4(Optional): Toothrow (droppable medium set found in the wayrest sewers.)
Toothrow Grants Major Savagery at all times, Increasing your Weapon Critical rating by 2191, it also Grants 100 points of Weapon Damage on the side which is something the leviathan set cannot do, the Weapon Critical added from toothrow can increase the proc’ability of bloodmoon and can increase overall DPS as a whole.

Main Hand: Tzogvins Maul: Sharpened: Poison Damage Enchantment.

Interesting Note: in comparison to some statistic analytics, the Warrior Mundus Boon has 3 points more Weapon Damage than a Nirnhoned Two-handed Weapon, sitting at 238 Weapon Damage while the Nirnhoned Trait Grants two-handed weapons 235 Weapon Damage at legendary quality. Thus the warrior takes slightly greater precedence than the Lover mundus, namely because the 2752 Physical/spell penetration can be similarly achieved on any two-handed Weapon with the sharpened Trait.

Main Hand Backup: Tzogvins Bow: Sharpened: Poison Weapon Enchantment.

Armor(advisable to have 5 Medium, 1 light and 1 Heavy):
  • (Light/Heavy) Helmet: Monster: Infused: Stamina Enchantment.
  • (Medium) Chest: Bloodmoon: Infused: Health Enchantment.
  • (Light/Heavy) Shoulders: Monster: Divines: Health Enchantment.
  • (Medium) Arms: Bloodmoon: Invigorating: Stamina Enchantment.
  • (Medium) Belt: Bloodmoon: Divines: Stamina Enchantment.
  • (Medium) Legs: Bloodmoon: Infused: Stamina Enchantment.
  • (Medium) Boots: Bloodmoon: Invigorating: Health Enchantment.
  • Necklace: Warband: Robust: Weapon Damage.
  • Ring 1: Warband: Robust: Weapon Damage.
  • Ring 2: Warband: Robust: Weapon Damage.

Armor Mathematics(and more)
As the work done is extensive, I am putting them in a spoiler box to Save some room on the thread. They are mostly notes jotted down from my integral calculus.

Scaled Armor: 3300 Spell resist.
363 Spell resist Light Armor Passive
362 Physical & Spell resist Heavy Armor Passive.

Mighty Chudan/Pirate skeleton/lord warden 1 piece: 2975 = 18,199 Spell resist & 14,536 Physical resist.

Mighty Chudan perma Ward/Resolve 5280 = 23,479 Spell resist & 19,816 Physical resist.

Mighty Chudan/Pirate skeleton/lord warden 1 piece: 2975 = 18,198s & 14,898. (with 2 heavy)

Mighty Chudan perma Ward/Resolve 5280 = 23,478s and 20,178p (with 2 heavy)

4025 Spell resist = 15,224S

362 Physical resist = 11,561P

11,199 Physical & Spell resistance.

2 heavy = 11,923

19,816p + 3184cp* = 23,000 Physical Resistance.
3184
19816 + 3624 = 23,440 Spell Resistance.
(*Medium Armor Focus Cp.)

2425 Heavy shoulder
1221 light hat
2084 chest Medium
1042 bracers Medium
781 belt Medium
1823 legs Medium
1823 feet Medium
= 11,199 total Armor (Legendary, without Armor set bonuses or passive bonuses.)

Recommended Recipes:
Lava Foot Soup-and-Saltrice: Increase Max Stamina by 4575 & Stamina Recovery by 457 for 2 hours.(Highly Recommended)
Orzorga’s Tripe Trifle Pockets: Increase Max Health by 5000 and Stamina recovery by 457 for 2 hours.(Recommended if building for nothing but stamina enchants on all 7 Armor pieces.)
Dubious Camoran Throne: Increase Max Health by 3511, Max Stamina by 3192 & Stamina Recovery by 319.
Artaeum Takeaway Broth: Increase Max Health by 3724 and Health Recovery by 351 and Max Stamina by 3458 and Stamina Recovery by 319 for 2 hours.

Champion Point's (Note: these are a recommendation and they may not be completely cemented.)

The Tower:
Warlord: 51= 19% Break-Free cost reduction.
Skills unlocked: Ensnare & Inspiration Boost.

The Lover:
Healthy: 64= 13.01 Health Recovery.
Mooncalf: 75= 14% Stamina Recovery.
Skills Unlocked: Plentiful Harvest, Synergizer, Wind Running & Master Gatherer.

The Shadow:
Tumbling: 40= 16.02% Roll Dodge cost reduction.
Shadow Ward: 40= 16.02% Block Cost Reduction.
Skills Unlocked: Fortune seeker, Merchant Favoured & Treasure Hunter.

The Atronach:
Master-at-arms: 56= 20.15% Increased damage done with Direct damage attacks.
Physical Weapon Expert: 35= 20.26% increased Light & Heavy attack damage with Swords, Axes, Maces & bows.
Skills Unlocked: Retaliation, Riposte & Butcher.

The Ritual:
Mighty: 43= 10.15% Increased Physical, Poison & Disease Damage.
Thaumaturge: 56= 20.15% Damage over time damage increase.
Precise Strikes: 56= 20.15% Increased Damage & Healing of Critical Strikes with Stamina Abilities.
Piercing: 24= 2230 Physical Armor penetration, equivalent to ignoring 12% of an enemies mitigation in trials & 24% of mitigation in most overland content.
Skills Unlocked: Opportunist, Perfect Strike, Exploiter & Last Stand.

The Steed:
Ironclad: 81= Direct Damage Taken is Reduced by 24.06%
Medium Armor Focus: 32= 2838 physical resistance while wearing 5 pieces of medium armor.
Skills Unlocked: Invigorating Bash, Phase & Resilient.

The Lady:
Thick Skinned: 56= 20.15% Damage reduction from Damage over Time effects.
Hardy: 49= 11.10% Reduced damage taken from Physical, Poison & Disease Damage.
Elemental Defender: 43= 10.15% Reduced damage taken from flame, frost, shock & magic damage.
Skills Unlocked: Spell absorption, Bulwark, Critical Leech & Unchained.

The Lord:
Bastion: 2= 1% Damage Shield Effectiveness.

Attribute points:

Magicka: 0
Health: 24
Stamina: 40

Werewolf Highlight and Statistical analysis.

Werewolf Passives:
  • Devour(Unlocked free upon gaining the Lycanthropy Skill line.)
  • Pursuit (2/2)
  • Blood Rage (2/2)
  • Bloodmoon
  • Savage Strength (2/2)
  • Call of the pack (2/2)
Werewolf Abilities
X: Feral pounce
Y: Hircines Rage
B: Claws of Life
LB: Deafening Roar
RB: Howl of Despair
LB-RB: Pack Leader

Werewolf Tips:
  • When using Deafening Roar in 4-12 Player Groups, it is best used when another player in the group uses an ability that immobilizes mobs, such as Dark Talons, Gripping Shards, Encase, Etc. Ensuring they cannot escape the group when affected by the fear and the major fracture from Deafening Roar.
  • If your group members tend to use a lot of light attacks, consider using howl of despair for massive damage and granting your allies infinite use of empower for 5 seconds, buffing the power of their light attacks by 40%.
  • Feral Pounce is good for initiating combat or tackling long distance foes in unison with the blood rage Passive for even more time. However, it is only necessary when more than 10 meters away & is more useful when facing ranged targets as Feral pounce is the ideal Gap Closer.
  • Claws of Life can be used anywhere, but it is best utilised against more than one mob(Except in the case of bosses and lavish foes) as the DoT done will restore health equivalent to 50% of the Damage done, keeping you in the fight as a dead DPS is essentially not good for trial-doers.

Alpha-Lupi’s Notes & Commentary:
Note that for now, it is primarily designed for Dragonknights. But over time, it will be optimised so that Every Class may be able to utilise the builds true prowess. if you feel there are some things worth discussing about the build, leave a comment, keep it on topic & in the time I get, we shall see where it leads. Remember: "You can lead a horse to water, but you cannot make him drink."
Edited by Skullstachio on February 15, 2019 3:25AM
"When the human race learns to read the language of symbolism, a great veil will fall from the eyes of men." ~Manly P. Hall
  • ChunkyCat
    ChunkyCat
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    How exciting.

    B82E4EC7-2D06-402B-A6D7-37F006A9F793_zpsgycilqwa.gif
    Edited by ChunkyCat on November 2, 2018 1:46AM
  • Skullstachio
    Skullstachio
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    Build Released.

    Enjoy.
    "When the human race learns to read the language of symbolism, a great veil will fall from the eyes of men." ~Manly P. Hall
  • EpicRekkoning
    EpicRekkoning
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    If you use weapon crit pots, you'll get the same major buff as Toothrow's 5 piece (you can't double the buff). Some other options to consider:

    Leviathan you gain a total of 3590 to crit (~16.4%).

    Mechanical acuity will give you 100% crit for 5 seconds every 18 seconds. That works out to an average increase of ~27.8% crit (100%×5/18).

    Since light attacks are heavily influenced by max stat, hulking drauger would synergize perfectly with a werewolf build.

    If you want more weapon power because of all the werewolf buffs, automaton and hundings would be great options too.

    Happy hunting!
  • EpicRekkoning
    EpicRekkoning
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    Alpha-Lupi’s Notes & Commentary:
    Note that for now, it is primarily designed for Dragonknights. But over time, it will be optimised so that Every Class may be able to utilise the builds true prowess. if you feel there are some things worth discussing about the build, leave a comment, keep it on topic & in the time I get, we shall see where it leads. Remember: "You can lead a horse to water, but you cannot make him drink."[/quote]

    One set to test out/consider when you get to the stam sorc is Storm Master. The added shock damage in werewolf form can help proc implosion.
    2) 833 weapon crit
    3) 833 Weapon crit
    4) 129 weapon damage
    5) when you deal critical damage with a fully charged heavy attack, your light attacks deal additional 1333 shock damage for 20 seconds.
  • Joosef_Kivikilpi
    Joosef_Kivikilpi
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    Alpha-Lupi’s Notes & Commentary:
    Note that for now, it is primarily designed for Dragonknights. But over time, it will be optimised so that Every Class may be able to utilise the builds true prowess. if you feel there are some things worth discussing about the build, leave a comment, keep it on topic & in the time I get, we shall see where it leads. Remember: "You can lead a horse to water, but you cannot make him drink."

    One set to test out/consider when you get to the stam sorc is Storm Master. The added shock damage in werewolf form can help proc implosion.
    2) 833 weapon crit
    3) 833 Weapon crit
    4) 129 weapon damage
    5) when you deal critical damage with a fully charged heavy attack, your light attacks deal additional 1333 shock damage for 20 seconds.[/quote]

    Can confirm: Storm Master is pretty incredible on a Werewolf Sorcerer, along with Stormfist, for ALL the implosion results of Shock and Physical once 15% health cap hits on bosses.
  • Kadoin
    Kadoin
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    Toothrow listed? Sellistrix? Even Chudan?

    Here, take my awesome...!
  • Ramber
    Ramber
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    Alpha-Lupi wrote: »
    ”From the Depths of the Hunting Grounds, Comes a build ideal for worshipers of the Five Aspects, with Unique Workings for all who wish to pledge their eternal allegiance to the Lord of the Hunt, you may think yourself tainted by Molag bal, Wrong. Long may this make your each and every hunt fruitful, but always remember, Eyes on the Prey, Not the Horizon.”

    Any Race can utilise this build, but be warned, for Only the Strongest Races bearing the most stamina and some measure of resistance may be able to utilise the necessary requirements to this build.

    Table of content
    • Main Pointers.
    • Class highlight & Passives.
    • Races & Racial Passives.
    • Mundus Stone.
    • Main Hand Abilities.
    • Main Hand Backup Abilities.
    • Alternative Abilities. (Both for main and backup hands.)
    • Werewolf Abilities.
    • Rotations.
    • Passive Abilities.
    • Monster Sets.
    • Main Armor Sets.
    • Armor mathematic calculations & more.
    • Recommended Provisionings.
    • Champion Allocation.
    • Attributes.
    • Alpha-Lupi’s Notes & Commentary.

    Main Pointers:
    • Optimised for Werewolves.
    • Usable by all Classes (may not be completely cemented yet.)
    • Good build usable for many (some assembly required.)
    • powerful sets and good champion allocation.
    • More will be added soon.

    Highlighted Class: Dragonknight
    Dragonknight Class Passives(sorted based on usefulness for werewolf form starting at the top in descending order, not every Passive will have a description.):
    • Battle Roar (2/2): “In the Middle of Combat, at any time should your resources be at half or so, you may find that Transforming into a Werewolf through the werewolf transformation ultimate (300 ultimate.)will give you a huge chunk of Magicka, Stamina and Health back. For each point of Ultimate Spent, you restore 46 Health, Magicka And Stamina.”
    • Combustion(2/2): The 50% Increase to the Poisoned & Burning Debuffs is stupendous, but the added resource recovery when applying said debuff can carry over to werewolf form should one be using a weapon with a poison or flame Enchantment on it.
    • Elder Dragon(2/2): In addition to the 5% Health Recovery for each Draconic Ability slotted(does not work in Werewolf Form), It will increase the Range of all Instant Cast Melee Abilities, which may also uniquely apply to Infectious Claws and its morphs.
    • Scaled Armor(2/2): Increases Spell Resistance by 3300, equivalent to mitigating 10% of incoming Spell Damage.
    • Iron Skin(2/2): the 10% Added Damage mitigation while blocking is useful regardless of form, but if utilised correctly, it may just save your hide.
    • World in Ruin (2/2): It may not be beneficial in werewolf form, But The 25% Cost Reduction to all Poison Based Abilities makes it useful across the board before the transformation.
    • Warmth (2/2)
    • Searing Heat (2/2)
    • Burning Heart (2/2)
    • Eternal Mountain (2/2)
    • Mountains Blessing (2/2)
    • Helping Hands (2/2)

    Races:
    1. Orc:
      Notable Passives: Swift Warrior(4% Damage done with melee attacks, 12% Sprint cost reduction & 10% Increased Sprint Speed.), Brawny(6% Extra Max Health & Stamina) & Unflinching(5% Increased Healing Received & 20% Health Recovery).
    2. Redguard:
      Notable Passives: Wayfarer(Increased duration of any eaten food by 15 minutes.), Exhilaration(9% Added Stamina Recovery), Conditioning(10% Maximum Stamina) & Adrenaline Rush(Restore 792 Stamina once every 5 seconds when dealing Damage with a Melee Attack.)
    3. Imperial:
      Notable Passives: Tough(12% Max Health), Conditioning(10% Max Stamina) & Red Diamond(Melee attacks have a 10% chance to restore 6% of your Max Health.)

    Mundus Stone:

    Warrior: Notably, The Lover mundus without divine buffs can essentially be replicated with a legendary Sharpened Weapon as both have 2752 penetration, but interestingly, on a Two-Handed Nirnhoned Weapon, I found that The Warrior Stone beats the Nirnhoned Trait by 3 points of Weapon Damage as mentioned below.

    Two-handed weapon damage(legendary): 1571
    Two-handed weapon damage(legendary, Nirnhoned): 1806

    1571 + 15% Nirnhoned = 235 points on two-handed Weapon.
    The warrior grants 238 Weapon Damage without any divine traits.


    Fair warning: when doing Veteran DLC content, watch out for toxic players as a lot of them do not realise the true prowess of two-handed wielders.

    Also, use these abilities as you see fit to your particular play style because, if it works for you, then use it.

    Main hand:(Two-Handed.)
    X: Venomous Claw
    Y: Noxious Breath
    B: Brawler
    LB: Rally
    RB: Silver Leash
    LB-RB: Werewolf Berserker

    Main Hand Backup:(Bow)
    X: Venom Arrow
    Y: Resolving Vigor
    B: Endless Hail
    LB: Molten Arnaments
    RB: Re-Arming Trap
    LB-RB: Corrosive Armor

    Alternative Abilities:
    Razor Caltrops
    Flawless Dawnbreaker
    Shadow Silk (benefits from Dragonknights world in ruin.)
    Reverse Slice
    Acid Spray (benefits from Dragonknights world in ruin.)

    Werewolf Abilities
    X: Feral pounce
    Y: Hircines Rage
    B: Claws of Life
    LB: Deafening Roar
    RB: Howl of Despair
    LB-RB: Werewolf Berserker

    Werewolf Tips:
    • When using Deafening Roar in 4-12 Player Groups, it is best used when another player in the group uses an ability that immobilises mobs, such as Dark Talons, Gripping Shards, Encase, Etc. Ensuring they cannot escape the group when affected by the fear from Deafening Roar.
    • If your group members tend to use a lot of light attacks, consider using howl of despair for massive damage and granting your allies infinite use of empower for 5 seconds.
    • Feral Pounce is good for initiating combat or tackling long distance foes in unison with the blood rage Passive for even more time. However, it is only necessary when more than 10 meters away & is more useful when facing ranged targets as Feral pounce is the ideal Gap Closer.

    Rotations
    These will be added later on as there are many things one can do with each enemy encounter and as such, May not be Completely Cemented.

    Passives:
    • Forceful (2/2)
    • Heavy Weapons (2/2)
    • Balanced Blade (2/2)
    • Follow Up (2/2)
    • Battle Rush (2/2)
    • Long Shot (2/2)
    • Accuracy (2/2)
    • Ranger (2/2)
    • Hawkeye (2/2)
    • Hasty Retreat (2/2)
    • Dexterity (3/3)
    • Wind Walker (2/2)
    • Improved Sneak (2/2) (only useful outside werewolf form.)
    • Agility (2/2)
    • Athletics (2/2)
    • Evocation (3/3)
    • Recovery (2/2)
    • Spell Warding (2/2)
    • Resolve (3/3)
    • Constitution (2/2)
    • Juggernaut (2/2)
    • Soul Summons (2/2)
    • Soul Lock (1/2)
    • Intimidating presence
    • Banish the wicked (3/3)
    • Undaunted Command (2/2)
    • Undaunted Mettle (2/2)
    • Devour(Werewolf Passive, Unlocked free upon gaining Lycanthropy Skill line.)
    • Pursuit (Werewolf Passive)
    • Blood Rage (Werewolf Passive)
    • Bloodmoon (Werewolf Passive)
    • Savage Strength (Werewolf Passive)
    • Call of the pack (2/2, Werewolf Passive)

    PvP Passives:
    • Continuous attack (2/2)
    • Reach (2/2)
    • Combat Frenzy (2/2)
    • Combat Medic (2/2)
    • Battle resurrection (2/2): if you have the window of opportunity, do your best to look out for your strongest teammates, strength in numbers as they say.

    Monster Sets:
    You will have full autonomy for which monster set you may wish to use, But I have compiled a list of sets for specific roles to play as well as giving you a slight insight to each of the Monster Sets listed. But remember, if it works well for “your” play style, then do it, as if your play style has a truly meaningful contribution to others, you will know your doing it right in your own way.
    1. Lord Warden (Solo & Group Survivability):
      ”An Extraordinary Monster set that excels quite well at survival,, with the 1st piece granting 2975 Physical/Spell resistance and the 2nd piece Grants a 50% chance upon taking damage, to summon a shadow orb for 10 seconds that increases the Physical & Spell resistance of the wearer and their allies within 8 meters by 3870, occurring once every 10 seconds. Combined with other buffs from another players abilities can make you and your team all the more harder to defeat.”
    2. Mighty Chudan (Enhanced Solo Survivability & Exceptional Hybridability with Lycanthropy):
      “A good Monster set whose helm can be acquired in the ruins of Mazzatun (shadows of the hist required.) which provides up to 2975 Physical & Spell resistance, and wearing both pieces Grants Major Ward/Resolve at all times, Increasing your Physical/Spell resistance by 5280 while also providing a health bonus. Essentially good for solo PvE’ers as this and the 1st piece bonus will stack with the added resistances of Savage Strength for Transformed Werewolf Players, allowing werewolves in Medium Armor to hit the Hard Cap of 33K resistances(with CP.) while also having that extra bit of health to survive more Devastating attacks. the only downside is that other sources of major Ward/Resolve such as the wardens frost cloak will not add any additional benefit and is otherwise not stackable with Mighty Chudan”
    3. Pirate Skeleton (Solo Survivability):
      ”Mostly useful in solo scenarios, The Pirate Skeleton set Adds 2975 Physical/Spell resistance on the 1st piece, but when both pieces are acquired and worn, taking damage to health (if the wearer survives) will turn you into a skeleton outside of werewolf form(cosmetically) and grants Major Protection and Minor Defile, Reducing your Damage Taken by 30% but reduces your health recovery and healing received by 15%, if in a group with someone that can grant you Major Ward/Resolve, you can expect Pirate skeleton to stack well for even more damage reduction.”
    4. Iceheart (Survivability & Small DPS:
      ”Not as Beneficial as other Monster Sets with resists, the added Spell Critical could be considered a small detriment to a werewolves capability, but its 2nd piece, not so much, dealing Critical Damage Grants a 20% chance to gain a damage Shield for 6 seconds that absorbs up to 8600 points of damage, while it holds, enemies within 5 meters take 770 frost Damage every 1 second, occurring once every 6 seconds. I decided to highlight this set because since damage shields benefit from resistances, this may give the Iceheart Monster set an unprecedented edge across many builds, not to mention the Frost Damage done by the set can chill enemies on rare occasions which reduces their damage done by 15% for a few seconds.”
    5. Swarm Mother (Melee Range Utility):
      Swarm Mother doesn’t get as much usage like the other Monster Sets do, but for werewolves, well now it does. Because the 1st piece Grants 129 Stamina recovery and the 2nd piece bonus, once every 1 second, when blocking an attack from an enemy that is further than 5 meters, you spin strands of spider silk to pull the enemy to you, making it easier to deal with enemies that use ranged attacks like mages, archers, etc.”
    6. Sellistrix (AoE DPS with Stun):
      ”When you deal Damage, you have a 10% chance to create an earthquake under the enemy that erupts after 1.5 seconds, dealing 5030+ damage to all enemies within 4 meters and stunning them for 3 seconds, this can occur once every 5.5 seconds (4 seconds if you count the eruption time as an interval.), not as much damage compared to most, but the stun lock makes it a worthy set to be listed.”
    7. Selene (Single Target Burst Damage): The Selene set grants your Direct Damage Melee attacks a 15% chance to summon the Spirit of Foulhide to maul the closest enemy in front of you for 12,000+ Physical damage after 1.3 seconds, on a side note, as it occurs once every 4 seconds, it would actually be 2.7 seconds because of the 1.3s attack window.
    8. Slimecraw (DPS increase): Slimecraw not only adds extra spell/weapon critical on the 1st piece, but it also grants minor berserk at all times, increasing your damage done by 8%, while it may render ability induced variations of minor berserk inert, it is useful in solo instances, another note to add is that the extra critical will be useful due to the percentage reduction prior to murkmire which reduces Spell precision and perfect strike from 12% to 9%.
    9. Molag Kena (Overkill DPS): While the first of two piece provides Additional Weapon & Spell Damage, for those who have plenty of resources & recovery, both pieces are recommended for Stronger Abilities in the form of high weapon/spell damage (At the expense of 20% extra ability cost.) good for your main hand as it can increase the overall damage output of your abilities while dual-wielding, but in turn, you may end up weaving a few more heavy attacks in the process. However, if other abilities are used between expiry intervals, one may be able to retain more resources before the sets activation.

    Main Armour Sets:
    Set 1: Bloodmoon (droppable medium set found in the March of Sacrifices.)
    Primarily utilised in werewolf form, this set Grants a stack of blood scent for 8 seconds, gaining 5 stacks will activate the bloodmoon buff for 5 seconds, granting up to 30% Increased Melee Light Attack Damage and 50% Increased Melee Light Attack speed, the bloodmoon effect can only occur once every 18 seconds (13 seconds if one counts the 5 second duration of the buff as an interval.)

    Set 2: Perfect Arms of Relenquen (Droppable Medium Armor set Found in Veteran Cloudrest.)
    The Arms of Relenquen makes your light and heavy attacks apply a stack of harmful winds to the target, dealing physical damage every 1 second for 5 seconds and stackable up to 20 times for even more damage, it also provides minor slayer on the 3rd piece which increases your damage done to Dungeon and trial monsters by 5%.
    trial beginners can find the standard arms of Relenquen set in the normal variant, but unlike the perfect Arms of Relenquen, the standard one does not have the added maximum stamina on the 5th piece alongside its mainline effect so it may be preferable to get the normal one before going for the perfect version.

    Set 3(Optional): Toothrow (droppable medium set found in the wayrest sewers.)
    Toothrow Grants Major Savagery at all times, Increasing your Weapon Critical rating by 2191, it also Grants 100 points of Weapon Damage on the side which is something the leviathan set cannot do, the Weapon Critical added from toothrow can increase the proc’ability of bloodmoon and can increase overall DPS as a whole.

    Main Hand: Relenquen Greatsword: Sharpened: Poison Damage Enchantment.

    Interesting Note: in comparison to some statistic analytics, the Warrior Mundus Boon has 3 points more Weapon Damage than a Nirnhoned Two-handed Weapon, sitting at 238 Weapon Damage while the Nirnhoned Trait Grants two-handed weapons 235 Weapon Damage at legendary quality. Thus the warrior takes slightly greater precedence than the Lover mundus, namely because the 2752 Physical/spell penetration can be similarly achieved on any two-handed Weapon with the sharpened Trait.

    Main Hand Backup: Relenquen Bow: Sharpened: Poison Weapon Enchantment.
    [/spoiler]

    Armor(advisable to have 5 Medium, 1 light and 1 Heavy):
    • (Light/Heavy) Helmet: Monster: Infused: Stamina Enchantment.
    • (Medium) Chest: Bloodmoon: Infused: Health Enchantment.
    • (Light/Heavy) Shoulders: Monster: Divines: Health Enchantment.
    • (Medium) Arms: Bloodmoon: Invigorating: Stamina Enchantment.
    • (Medium) Belt: Bloodmoon: Divines: Stamina Enchantment.
    • (Medium) Legs: Bloodmoon: Infused: Stamina Enchantment.
    • (Medium) Boots: Bloodmoon: Invigorating: Health Enchantment.
    • Necklace: Relenquen: Robust: Weapon Damage.
    • Ring 1: Relenquen: Robust: Weapon Damage.
    • Ring 2: Relenquen: Robust: Weapon Damage.

    Armor Mathematics(and more)
    As the work done is extensive, I am putting them in a spoiler box to Save some room on the thread. They are mostly notes jotted down from my integral calculus.
    Scaled Armor: 3300 Spell resist.
    363 Spell resist Light Armor Passive
    362 Physical & Spell resist Heavy Armor Passive.

    Mighty Chudan/Pirate skeleton/lord warden 1 piece: 2975 = 18,199 Spell resist & 14,536 Physical resist.

    Mighty Chudan perma Ward/Resolve 5280 = 23,479 Spell resist & 19,816 Physical resist.

    Mighty Chudan/Pirate skeleton/lord warden 1 piece: 2975 = 18,198s & 14,898. (with 2 heavy)

    Mighty Chudan perma Ward/Resolve 5280 = 23,478s and 20,178p (with 2 heavy)

    4025 Spell resist = 15,224S

    362 Physical resist = 11,561P

    11,199 Physical & Spell resistance.

    2 heavy = 11,923

    19,816p + 3184cp* = 23,000 Physical Resistance.
    3184
    19816 + 3624 = 23,440 Spell Resistance.
    (*Medium Armor Focus Cp.)

    2425 Heavy shoulder
    1221 light hat
    2084 chest Medium
    1042 bracers Medium
    781 belt Medium
    1823 legs Medium
    1823 feet Medium
    = 11,199 total Armor (Legendary, without Armor set bonuses or passive bonuses.)

    Recommended Recipes:
    Lava Foot Soup-and-Saltrice: Increase Max Stamina by 4575 & Stamina Recovery by 457 for 2 hours.(Highly Recommended)
    Orzorga’s Tripe Trifle Pockets: Increase Max Health by 5000 and Stamina recovery by 457 for 2 hours.(Recommended if building for nothing but stamina enchants on all 7 Armor pieces.)
    Dubious Camoran Throne: Increase Max Health by 3511, Max Stamina by 3192 & Stamina Recovery by 319.
    Artaeum Takeaway Broth: Increase Max Health by 3724 and Health Recovery by 351 and Max Stamina by 3458 and Stamina Recovery by 319 for 2 hours.

    Champion Point's

    Tower:
    Warlord: 37= 15.1% Break-Free cost reduction.
    Skills unlocked: Ensnare & Inspiration Boost.

    Lover:
    Arcanist: 43= 10.15% Magicka Recovery.
    Healthy & Mooncalf: 56= 12.08% Health & Stamina Recovery.
    Skills Unlocked: Plentiful Harvest, Synergizer, Wind Running & Master Gatherer.

    Shadow:
    Tumbling: 40= 16.02% Roll Dodge cost reduction.
    Shadow Ward: 37= 15.1% Block Cost Reduction.
    Skills Unlocked: Fortune seeker, Merchant Favoured & Treasure Hunter.


    Atronach:
    Master-at-arms: 56= 20.15% Increased damage done with Direct damage attacks.
    Physical Weapon Expert: 35= 20.26% increased Light & Heavy attack damage with Swords, Axes, Maces & bows.
    Skills Unlocked: Retaliation, Riposte & Butcher.

    Ritual:
    Mighty: 43= 10.15% Increased Physical, Poison & Disease Damage.
    Thaumaturge: 56= 20.15% Damage over time damage increase.
    Precise Strikes: 56= 20.15% Increased Damage & Healing of Critical Strikes with Stamina Abilities.
    Piercing: 24= 2230 Physical Armor penetration, equivalent to ignoring 12% of an enemies mitigation in trials & 24% of mitigation in most overland content.
    Skills Unlocked: Opportunist, Perfect Strike, Exploiter & Last Stand.


    Steed:
    Ironclad: 81= Direct Damage Taken is Reduced by 24.06%
    Medium Armor Focus: 39= 3315 physical resistance while wearing 5 pieces of medium armor.
    Skills Unlocked: Invigorating Bash, Phase, Resilient & Reinforced.

    Lady:
    Thick Skinned: 56= 20.15% Damage reduction from Damage over Time effects.
    Hardy: 49= 11.10% Reduced damage taken from Physical, Poison & Disease Damage.
    Elemental Defender: 43= 10.15% Reduced damage taken from flame, frost, shock & magic damage.
    Skills Unlocked: Spell absorption, Bulwark, Critical Leech & Unchained.

    Attribute points:

    Magicka: 0
    Health: 24
    Stamina: 40

    Alpha-Lupi’s Notes & Commentary:
    Note that for now, it is primarily designed for Dragonknights. But over time, it will be optimised so that Every Class may be able to utilise the builds true prowess. if you feel there are some things worth discussing about the build, leave a comment, keep it on topic & in the time I get, we shall see where it leads. Remember: "You can lead a horse to water, but you cannot make him drink."

    shouldnt you have a website for this um stuff?
  • Skullstachio
    Skullstachio
    ✭✭✭✭✭
    Build Updated on 15/2/2019

    The class highlight for the Templar will be coming soon.
    "When the human race learns to read the language of symbolism, a great veil will fall from the eyes of men." ~Manly P. Hall
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